Ryuza Lengrand
リュウザ・ラングラン Age: 22
Occupation: Knight
Height: 197cm
Weight: 73 kg
Likes: Collecting weapons, researching magic
Dislikes: Office work
Values: The Knights of Eimer
Weapon: A sword called "Black Wolf Fang", and black flames
Character Specific Data
- Health: 800
- Starting Guts Correction: 45%
- Guts Correction: 69%
- Weight: Heavy
- ?: 25%
- ?: 4%
Playstyle
Ryuza is a basic shoto-type character, with strong pressure, big hitboxes, reasonable pokes, and good damage. His Original Action keeps him just as well-rounded by letting him burn meter to do even better versions of his special moves. While this means that he generally has a pretty good time with most matchups he has to face, he also doesn't excel in any particular area--other characters can outmatch him in their specialties, he needs meter to set up mixups, and the recovery of some of his buttons and moves is long enough to punish him for whiffing. That said, he's a solid pick for a first-timer if none of the other characters sit right with you.
Strengths |
Weaknesses
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- Powerful all-rounder, with a little bit of everything in his kit--big hitboxes, a strong reversal (623P), projectiles, pokes (5S/5HS), and lockdown (236K).
- Meter-efficient conversions thanks to his Original Action, allowing him to extend his combos and even his pressure.
- Generally flat matchup spread, allowing him to fight most other characters without having to worry too much about getting into a bad matchup.
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- Needs meter for mixup, since a lot of his setups are dependent on using his boosted Skills to get things going on that front.
- Can be outmatched in various categories by other characters who do his individual things better.
- Slower buttons have longer recovery and tend to be a bit slow, making them more dangerous to whiff.
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Movelist
Special Skills
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Sure Kill / 必殺 |
Use to execute any special move (costs 50% of the Skill Gauge)
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Skills
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Kokuen / 黒炎 |
+ /
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Hitenshou / 飛天焼 |
+ / (air OK)
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Urahiten / 裏飛天 |
+ /
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Yasouken / 夜葬剣 |
+ /
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Finishing Skills (cost 100% of the Skill Gauge)
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Makoku / 魔刻 |
+
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Special Skills Overview
All of Ryuza's Original Actions act essentially as EX moves. By executing any of his Skills and using as the last input instead of the regular one, Ryuza will burn 50% of his Skill Gauge and do an enhanced version of that Skill. Similar to a Skill Break, using one of his Skills in this manner will put your meter gain on cooldown.
Normal Moves
5P
5P
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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8
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5
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25
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-
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1
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-5
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-5
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Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8).
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5K
5K
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
|
-
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12
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10
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20
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-
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1
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-5
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-5
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Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.
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cl.5S
cl.5S
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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-
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-
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-
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-
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2
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-
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-
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|
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5S
f.5S
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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17
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3
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47
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-
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2
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-20
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-20
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Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.
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5HS
5HS
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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19
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3
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50
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-
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2
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-15
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-25
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Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.
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2P
2P
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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7
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5
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18
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-
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1
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+2
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+2
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Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.
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2K
2K
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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10
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5
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20
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-
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1
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0
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0
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Solid pressure and meaty tool. It hits low, and is neutral on block.
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2S
2S
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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13
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5
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25
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-
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2
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+3
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-7
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One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup
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2HS
2HS
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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16
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3
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36
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-
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2
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-6
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-14
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Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.
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j.P
j.P
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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8
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5
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20
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-
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1
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0
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0
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Standard, fast air jab. Good as a jump-in.
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j.K
j.K
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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12
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5
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28
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-
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1
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-8
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-8
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Fast air kick with good reach.
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j.S
j.S
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
|
-
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17
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3
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44
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-
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2
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-14
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-24
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Great jump-in with a crossup hitbox, and is double jump cancellable on block.
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j.HS
j.HS
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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19
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3
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46
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-
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2
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-16
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-26
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Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.
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Universal Moves
6HS
Just Break+
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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High
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41
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-
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-
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foobar
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-
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-9
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-9
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Standard universal overhead, decent startup.
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Throw
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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1
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-
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-
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-
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1
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?
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?
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Ryuza grabs the opponent and gives them a flame choke.
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Air Throw
Air ThrowIn air, / + when close
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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-
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1
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-
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-
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-
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1
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?
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?
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An air version of the ground throw.
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Skills
236P/K
236P 236P 236K 236K 236O Part 1 236O Part 1 236O Part 2 236O Part 2
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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P
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-
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Mid
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17
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-
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-
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foobarbar
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1
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-28 (point-blank)
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?
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Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.
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K
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-
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Mid
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44
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-
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-
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foobarbar
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1
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-14 to +31
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Varies
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Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.
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O
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-
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Mid
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15
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-
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-
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foobarbar
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1
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+37
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-
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Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.
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623S/HS
623S 623S 623HS Part 1 623HS Part 1 623HS Part 2 623HS Part 2 623O 623O
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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S
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-
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-
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13
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-
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-71
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-
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-
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-
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-
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Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.
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HS
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-
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-
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7
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-
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-
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-
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-
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-82
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Air Unblockable
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Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.
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O
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-
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-
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17
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-
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-
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-
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-
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-26
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Air Unblockable
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Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.
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421S/HS
421S 421S 421HS 421HS 421O 421O
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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S
|
-
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-
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42
|
-
|
-
|
-
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-
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-8
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-
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It's an overhead on a special input, not much to it. Launches on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.
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HS
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-
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-
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47
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-
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-
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-
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-
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-3
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-
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Slower startup, but moves Ryuza forward more, and is safer on block. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.
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O
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-
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-
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38
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-
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-
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-
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-
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+6
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-
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Faster and more combo potential than the HS version. It's also very safe on block.
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214P/K
214 Startup 214 Startup P Version P Version K version K version 214O 214O
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
|
P
|
-
|
-
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20
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-
|
-
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-
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-
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-22
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-
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Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block.
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K
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-
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-
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14
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-
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-
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-
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-
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-10
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-
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Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.
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O
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-
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-
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10
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-
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-
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-
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-
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-18
|
-
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Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Can be made safe with the right spacing.
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Finishing Skills
2146HS
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Cancel Type
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Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
15
|
-
|
-
|
-
|
1
|
-22
|
?
|
Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds.
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Gameplan & Strategy
Neutral Game
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.
Pressuring
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.
Jump Cancels
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.
Dark Flame Pressure
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).
Okizeme
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.
Combos
Videos
External Links
Colors
P Button
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K Button
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S Button
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HS Button
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O Button
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SP Button
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Hidden
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